Overhaul game state logic to support gameplay loop

This commit is contained in:
2025-04-30 00:43:55 -07:00
parent 78cdda97b9
commit 68c91d8f13
60 changed files with 2503 additions and 1116 deletions

View File

@@ -8,9 +8,9 @@ public interface IPlayer : IKillable
{
public void InitializePlayerState();
public void Attack();
public void Activate();
public void PlayerPause();
public void Attack();
public void TakeDamage(double damage, ElementType elementType = ElementType.None, bool isCriticalHit = false);
@@ -44,7 +44,7 @@ public interface IPlayer : IKillable
public IInventory Inventory { get; }
public PlayerStatController Stats { get; }
public PlayerStats Stats { get; }
public Vector3 CurrentPosition { get; }

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@@ -1,118 +0,0 @@
namespace Zennysoft.Ma.Adapter;
using Chickensoft.Collections;
using Godot;
using Zennysoft.Game.Ma;
public class PlayerStatController
{
public void Init(PlayerStats playerStats)
{
_currentHP.OnNext(playerStats.CurrentHP);
_maximumHP.OnNext(playerStats.MaximumHP);
_currentVT.OnNext(playerStats.CurrentVT);
_maximumVT.OnNext(playerStats.MaximumVT);
_currentExp.OnNext(playerStats.CurrentExp);
_expToNextLevel.OnNext(playerStats.ExpToNextLevel);
_currentLevel.OnNext(playerStats.CurrentLevel);
_currentAttack.OnNext(playerStats.CurrentAttack);
_bonusAttack.OnNext(playerStats.BonusAttack);
_maxAttack.OnNext(playerStats.MaxAttack);
_currentDefense.OnNext(playerStats.CurrentDefense);
_bonusDefense.OnNext(playerStats.BonusDefense);
_maxDefense.OnNext(playerStats.MaxDefense);
_luck.OnNext(playerStats.Luck);
}
public IAutoProp<int> CurrentHP => _currentHP;
public IAutoProp<int> MaximumHP => _maximumHP;
public IAutoProp<int> CurrentVT => _currentVT;
public IAutoProp<int> MaximumVT => _maximumVT;
public IAutoProp<int> CurrentAttack => _currentAttack;
public IAutoProp<int> MaxAttack => _maxAttack;
public IAutoProp<int> BonusAttack => _bonusAttack;
public IAutoProp<int> CurrentDefense => _currentDefense;
public IAutoProp<int> MaxDefense => _maxDefense;
public IAutoProp<int> BonusDefense => _bonusDefense;
public IAutoProp<double> CurrentExp => _currentExp;
public IAutoProp<int> ExpToNextLevel => _expToNextLevel;
public IAutoProp<int> CurrentLevel => _currentLevel;
public IAutoProp<double> Luck => _luck;
public void SetCurrentHP(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaximumHP.Value);
_currentHP.OnNext(clampedValue);
}
public void SetMaximumHP(int newValue)
{
_maximumHP.OnNext(newValue);
}
public void SetCurrentVT(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaximumVT.Value);
_currentVT.OnNext(clampedValue);
}
public void SetMaximumVT(int newValue)
{
_maximumVT.OnNext(newValue);
}
public void SetCurrentExp(double newValue)
{
_currentExp.OnNext(newValue);
}
public void SetCurrentLevel(int newValue)
{
_currentLevel.OnNext(newValue);
}
public void SetCurrentAttack(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaxAttack.Value);
_currentAttack.OnNext(clampedValue);
}
public void SetBonusAttack(int newValue)
{
_bonusAttack.OnNext(newValue);
}
public void SetMaxAttack(int newValue)
{
_maxAttack.OnNext(newValue);
}
public void SetCurrentDefense(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaxDefense.Value);
_currentDefense.OnNext(clampedValue);
}
public void SetBonusDefense(int newValue)
{
_bonusDefense.OnNext(newValue);
}
public void SetMaxDefense(int newValue)
{
_maxDefense.OnNext(newValue);
}
public void SetExpToNextLevel(int newValue)
{
_expToNextLevel.OnNext(newValue);
}
public void SetLuck(double newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, 1.0);
_luck.OnNext(clampedValue);
}
private readonly AutoProp<int> _currentHP = new(-1);
private readonly AutoProp<int> _maximumHP = new(-1);
private readonly AutoProp<int> _currentVT = new(-1);
private readonly AutoProp<int> _maximumVT = new(-1);
private readonly AutoProp<double> _currentExp = new(-1);
private readonly AutoProp<int> _currentLevel = new(-1);
private readonly AutoProp<int> _currentAttack = new(-1);
private readonly AutoProp<int> _bonusAttack = new(-1);
private readonly AutoProp<int> _maxAttack = new(-1);
private readonly AutoProp<int> _currentDefense = new(-1);
private readonly AutoProp<int> _bonusDefense = new(-1);
private readonly AutoProp<int> _maxDefense = new(-1);
private readonly AutoProp<int> _expToNextLevel = new(-1);
private readonly AutoProp<double> _luck = new(-1);
}

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@@ -4,7 +4,7 @@ using Chickensoft.Serialization;
namespace Zennysoft.Game.Ma;
[Meta, Id("player_stats")]
public partial record PlayerStats
public partial record PlayerInitialState
{
[Save("currentHP")]
public int CurrentHP { get; init; }

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@@ -0,0 +1,115 @@
namespace Zennysoft.Ma.Adapter;
using Chickensoft.Collections;
using Godot;
public class PlayerStats
{
public PlayerStats(AutoProp<int> currentHP,
AutoProp<int> maximumHP,
AutoProp<int> currentVT,
AutoProp<int> maximumVT,
AutoProp<int> currentAttack,
AutoProp<int> maxAttack,
AutoProp<int> bonusAttack,
AutoProp<int> currentDefense,
AutoProp<int> maxDefense,
AutoProp<int> bonusDefense,
AutoProp<double> currentExp,
AutoProp<int> expToNextLevel,
AutoProp<int> currentLevel,
AutoProp<double> luck)
{
CurrentHP = currentHP;
MaximumHP = maximumHP;
CurrentVT = currentVT;
MaximumVT = maximumVT;
CurrentAttack = currentAttack;
MaxAttack = maxAttack;
BonusAttack = bonusAttack;
CurrentDefense = currentDefense;
MaxDefense = maxDefense;
BonusDefense = bonusDefense;
CurrentExp = currentExp;
ExpToNextLevel = expToNextLevel;
CurrentLevel = currentLevel;
Luck = luck;
}
public AutoProp<int> CurrentHP { get; init; }
public AutoProp<int> MaximumHP { get; init; }
public AutoProp<int> CurrentVT { get; init; }
public AutoProp<int> MaximumVT { get; init; }
public AutoProp<int> CurrentAttack { get; init; }
public AutoProp<int> MaxAttack { get; init; }
public AutoProp<int> BonusAttack { get; init; }
public AutoProp<int> CurrentDefense { get; init; }
public AutoProp<int> MaxDefense { get; init; }
public AutoProp<int> BonusDefense { get; init; }
public AutoProp<double> CurrentExp { get; init; }
public AutoProp<int> ExpToNextLevel { get; init; }
public AutoProp<int> CurrentLevel { get; init; }
public AutoProp<double> Luck { get; init; }
public void SetCurrentHP(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaximumHP.Value);
CurrentHP.OnNext(clampedValue);
}
public void SetMaximumHP(int newValue)
{
MaximumHP.OnNext(newValue);
}
public void SetCurrentVT(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaximumVT.Value);
CurrentVT.OnNext(clampedValue);
}
public void SetMaximumVT(int newValue)
{
MaximumVT.OnNext(newValue);
}
public void SetCurrentExp(double newValue)
{
CurrentExp.OnNext(newValue);
}
public void SetCurrentLevel(int newValue)
{
CurrentLevel.OnNext(newValue);
}
public void SetCurrentAttack(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaxAttack.Value);
CurrentAttack.OnNext(clampedValue);
}
public void SetBonusAttack(int newValue)
{
BonusAttack.OnNext(newValue);
}
public void SetMaxAttack(int newValue)
{
MaxAttack.OnNext(newValue);
}
public void SetCurrentDefense(int newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, MaxDefense.Value);
CurrentDefense.OnNext(clampedValue);
}
public void SetBonusDefense(int newValue)
{
BonusDefense.OnNext(newValue);
}
public void SetMaxDefense(int newValue)
{
MaxDefense.OnNext(newValue);
}
public void SetExpToNextLevel(int newValue)
{
ExpToNextLevel.OnNext(newValue);
}
public void SetLuck(double newValue)
{
var clampedValue = Mathf.Clamp(newValue, 0, 1.0);
Luck.OnNext(clampedValue);
}
}